link works now... ;)
On Sep 3, 1:32 pm, morphean <[email protected]> wrote: > have a look at the following: > > http://www.morphean.co.uk/images/c3/cube1.html > > I have done as you suggested before, and using a single hoverCam I am > now moving the target for that hoverCam around, you can see the small > yellow block. but the orbit seems to bit a bit weird. you have to > refresh to reset the view at the moment. I am trying to get teh skybox > effect but inside one of those cubes.. > > the onEnterFrame is exactly like the skybox examples and in fact most > of the other hoverCam examples, do I need to change the offsetValue > (ie 0.3*) to get the effect I am looking for? > > also on this example would the replicate function be useful in > increasing performance, or is it only good for objects with exactly > the same materials etc.. > > thanks > > morph > > On Sep 2, 4:21 pm, Peter Kapelyan <[email protected]> wrote: > > > > > Yes, and yes. > > > To make a "null" or invisible object, you can just create a new > > DisplayObject3D(), that way you can save some memory instead of using a > > cube. Although a cube is a good idea because you can show it (visible=true), > > and use it for debug purposes etc. > > > -Pete > > > On Wed, Sep 2, 2009 at 9:44 AM, morphean <[email protected]> wrote: > > > > so for example; > > > > initial setup > > > > 1. setup a cube in the centre at 0,0,0 > > > 2. hoverCamera.target = thatCube; > > > 3. thatCube.visible = false; > > > 4. onActionWhatever => Tweener.addTween(thatCube, {x:200,y:200,z: > > > 200,time:3,transition:"easeInQuart"}); > > > > then the camera will orbit around the invisible cube, is that correct? > > > and if I set visible to false, the item is still in the display list > > > just not visible? > > > > thanks > > > > On Sep 2, 10:24 am, Jensa <[email protected]> wrote: > > > > I've kind of replied to this already in the other thread you started, > > > > but just make a Cube at the position 200,200,200 and set the target of > > > > the HoverCam to follow this :) > > > > > J > > > > > On Sep 2, 11:06 am, [email protected] wrote: > > > > > > what about moving hoverCameras, is it possible to have the orbit > > > > > around > > > another point or is it only the origin that they can move around. I want > > > to > > > set up a load of cameras to view the insides of objects in the same way a > > > hoverCamera does but at the moment each hoverCam I set up only revolves > > > around 0,0,0, whereas my object center might be at 200,200,200 > > > > > > thanks > > > > > > morph > > > > > > -----Original Message----- > > > > > From: "Jensa" <[email protected]> > > > > > Sent: Wednesday, 2 September, 2009 09:56 > > > > > To: "away3d.dev" <[email protected]> > > > > > Subject: [away3d] Re: cameras - hierarchy > > > > > > Hi morphean, > > > > > Cameras cannot be attached to anything. You always set the camera to > > > > > one of your views using: > > > > > > view.camera = myCamera; > > > > > > J > > > > > > On Sep 1, 6:55 pm, morphean <[email protected]> wrote: > > > > > > can cameras be attached to Object3DContainers or can they only be > > > > > > attached to view.scene ?? > > > > > > > thanks > > > -- > > ___________________ > > > Actionscript 3.0 Flash 3D Graphics Engine > > > HTTP://AWAY3D.COM
